Simple Series
Hello fellow patron of the Hague! SK Simple Series is my list of personal mods that I've developed in an attempt to ease my ADHD fuelled desire to 'fix' every pet peeve I have with this lovely game I mod and error fix more than actually play. Every addition in these are made to suit my preferences and playstyle of Rimworld, I'm open to input and suggestions but these mods are meant to be, as the name implies, 'Simple™'.
To maintain this simplicity the series follow three very basic design rules:
- [b]Never Replace.[/b] (No vanilla Item or system is meant to replace or be rendered useless by these mods.)
- [b]No Bloat.[/b] (No Item will be identical or near-identical to a vanilla item, everything has some sort of niche)
- [b]Always Reuse.[/b] (Every addition should favour using existing production benches, research, resources etc.)
[hr]
A simple, (IMHO) logical implementation of bandages (gauze) in game without any bloat.
Made at tailoring benches, crafting spots and drug labs. Extremely cheap herbal equivalent medicine that doesn't rot. Costs 10 textiles for 8 gauze. Includes a bulk recipe which cost 16 textiles for 16 gauze. Requires Sterile Materials research.
- Why?
There is no representation in Rimworld of cheap high tech medicine. Beyond that, it irritated me that you can't just whip up a bandage to (albeit it poorly) treat wounds. Idk, having more medicine options appeal to me, especially options for crisis management that has downsides. I.e big raid but no medicine left scenarios.
- Why Sterile Materials?
At sterile materials the colony is either a new crashlanded colony or a long-ish running tribal game. At that point researching this will negate your need to rely on herbal medicine for your baseline meds and free up colonists to grow more food or do other ♥♥♥♥ basically. It's a small, dead end improvement for your colony to switch over too at that point. It's there to sit in the comfortably large time span where you are too poor/low tech to buy neutroamine for medicine production but high tech enough where your colony should have realistically found a better alternative than some sketchy native wild plant. You will need to grow/forage herbal medicine to start making actual medicine later but it's a cheap, easily made industrial alternative to slow growing, rotting herbal medicine.